﻿/*
 * Copyright (c) 2008 Sculo, Yoann & Favréaux, Mathieu.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;

namespace BBCommon
{
    // Enums
    public enum PlayerClass { Barbarian = 0, Sorcerer, Paladin };
    public enum MonsterClass { Ghoul = 0, Ghost, Diablo };

    // Class for instant informations about an actor
    [Serializable()]
    public class ActorRTInfo
    {
        // Actor ID
        public int Id;

        // Actor Physical infos
        public int Health;
        public int Mana;
        public int Weapon;

        // Actor space position
        public float Position; // TODO : to vector
        public float Velocity;
    }

    // Class for fixed caracteristics about an actor
    [Serializable()]
    public class ActorCarac
    {      
        // Actor side informations (yes, monsters have a name too, why shouldn't they ?)
        public string Nick;  
      
        // Actor physical capacities
        public int HealthCap;
        public int ManaCap;

        //
        public Color TextColor
        {
            get
            {
                if( _textColor == null )
                {
                    _textColor = new Color();
                    _textColor = Color.FromArgb(argb);
                }
                return _textColor;
            }
            set
            {
                _textColor = value;
                argb = _textColor.ToArgb();
            }
        }

        int argb;

        private Color _textColor;
      
        #region ID Management
        public int ActorID
        {
            get
            {
                return _actorid;
            }
            set
            {
                _actorid = value;
            }
        }

        public void AssignID()  // Assign a unique ID to this Actor
        {
            _actorid = GetNextID();
        }

        protected int _actorid;

        static private int lastID = 0;
        static private int GetNextID()
        {
            return ++lastID;
        }
        #endregion
    }

    [Serializable()]
    public class PlayerCarac : ActorCarac
    {        
        public PlayerClass Type;        
    }

    [Serializable()]
    public class MonsterCarac : ActorCarac
    {
        public MonsterClass Type;
    }
}
